Re: RPG - Unrest on Planet Balkest

Re: RPG - Unrest on Planet Balkest

Gonna assume Mel is still having internet troubles, as I still havn't heard back about the PM I sent her. If I don't hear something soon I'll post with my least game changing character concept, so hopefully we can get this thing moving again.

Hope to be posting soon!

"You set a code to live by. I won't be wronged, I won't be insulted...I won't be laid a hand on. I don't do these things to other men, and I require the same from them."

Re: RPG - Unrest on Planet Balkest

Re: RPG - Unrest on Planet Balkest

NAME - Kre-Nash *Goes by Nash*

GENDER - Male

SPECIES - Undocumented Native Species of Balkest. A reptilian humanoid species looking like THIS, THIS *the short upturned horns indicate females, while longer downturned horns indicate males, the length identifying age* and THIS. The species calls themselves Armodians, and although they are sentient, they are in a very early evolutionary stage of hunter-gathers. Their colonies range widely in size, varying from a few families to several thousand. No matter the size of the colony however, there is no central form of government or law. Armodians communicate in hisses, growls, and whistles *similar to THIS. They live in underground colonies, taking advantage of the same natural underground caverns and ideal tunneling soil common to the planet that attracted the Kubaz to the system. They are nocturnal, venturing out into the jungles at night to hunt using simple hand forged weapons like stone-pointed spears and clubs, or often just using only their large claws and jagged teeth. They have gone undiscovered because their homes are primarily located in the more southern rainforests closer to the planet’s equator, a region with much higher precipitation then the Kubaz prefer. They are incredibly strong, fast, and agile hunters, able to run down most pray, although they prefer to ambush their victims. Climbing comes very naturally to them , both in their home tunnels as well as in the trees on the surface. Their double-jointed ankles allow them to climb straight down with ease.

APPEARANCE - Dark grey with a black stripe running from the tip of his nose, down his back, and all the way to the end of his tale with tiger-like stripes running from it horizontally around his chest and legs. Claws are black, and his eyes are grayish-silver around a large black split pupil. A deep red patch also marks each side of Kre-Nash’s throat. Extremely muscular build. Wears a large dark brown leather belt with a long ragged leather loincloth. Also wears leather bracers on his forearms and shins.

HEIGHT - 6 foot 5 inches; about average for his species

AGE - 17 *Armodians age faster then humans; 12 and up is considered a full grown adult*

WEAPONS - Kre-Nash’s primary weapon is his spear, while he also carries a hand-axe and a knife in his belt

TRIBE STATUS - Hunter/Warrior

SHORT BIO - Kre-Nash had been hunting on the outskirts of his tribe’s territory when he felt something strange. An unexplainable urge took hold of him, and he continued to travel north away from his home. The further he traveled, the more consumed he became by the invisible hand that had taken control of his actions. As he left the humid rainforests and entered the woods of forbidden regions, it became easier to succumb to anger, hate, and rage. As game became more and more rare, he killed creatures with abandon, leaving carcasses behind him untouched for food. He felt stronger and faster as he progressed. One night, as the pulsating drive that pounded in his brain reached its highest pitch, Kre-Nash discovered the alien colonies that had taken root on the planet. Finding a cave in the hills between the surface colony and the entrance to the underground hive, Kre-Nash heeded the voices that echoed in his skull; to kill.

*Ok, obviously my character has fallen under the influence of the Sith artifacts. He is very susceptible to Force influence, especially since he’s barely above animal instinct as it is, and therefore doesn’t know to even try and fight it. He would be a pawn in the hand of a Sith character, but even with the Dark Side influence on the planet a Jedi would find it easy to influence him. That’s weakness #1. Weakness two would be light. His specie’s natural aversion to sunlight has transformed into a vampire-like pain causing experience. Sudden artificial bright lights will have similar affects. Those are your two weaknesses folks. Other then that this dude runs and jumps damn near as well as a raptor, and climbs like a squirrel. He’s been camped out between the two settlements for a few months now, and is something of a monster-tale that the populace semi don’t believe in, but don’t quite ignore either on a dark night.

Anyone still game to play? *

"You set a code to live by. I won't be wronged, I won't be insulted...I won't be laid a hand on. I don't do these things to other men, and I require the same from them."

Re: RPG - Unrest on Planet Balkest

((Lets go))

Marx sat in his cluttered office on his capital ship. His office was large and filled with table and shelves, which had datapads, holobooks, papers, holocrons, and data recorders stacked on them and beside them. A large computer was one corner of his office and a large holoprojector was next to it. His desk wasn't useable because of the droid charging station on it along with most of Marx's tools. His workbench and lab station were to next to his desk. A table was along side his workbench on which were a number of weapons being modified and droid parts and other things. In another corner of his office was a cot, because his sometimes slept in his office.

He sat at on the tables that he had cleared off though it still had official Sith datapads and papers piled upon it, along with trooper files.